User talk:Skilgannon

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Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Contents

Thread titleRepliesLast modified
Morfeas removal question118:30, 11 October 2014
New flag to literumble020:11, 27 August 2014
So I've been busy with my MSc721:49, 20 December 2012
Poisoning Enemy Learning Systems 923:48, 23 July 2012

Morfeas removal question

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Beaming (talk)15:44, 11 October 2014

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon (talk)18:30, 11 October 2014
 

New flag to literumble

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Alex 2oo8 (talk)20:11, 27 August 2014

So I've been busy with my MSc

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon21:24, 14 December 2012

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Voidious18:11, 20 December 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon21:12, 20 December 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Voidious21:14, 20 December 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon21:23, 20 December 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon21:27, 20 December 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Voidious21:31, 20 December 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon21:49, 20 December 2012
 

Poisoning Enemy Learning Systems

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon15:21, 22 July 2012

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Voidious16:47, 22 July 2012

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

MN16:59, 22 July 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

MN16:54, 22 July 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Skilgannon20:52, 22 July 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Voidious22:01, 22 July 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

MN23:55, 22 July 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Voidious01:51, 23 July 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

Rednaxela03:21, 23 July 2012
 

Hi Skilgannon, you said on my talk page that your melee wavesurfing is almost complete. Can you give me your prototype? I hate to suffer all those waves up :) I've idea to surf it in both my talk page and Rednaxela's talk page. You can find my email at my use page. It seem that both you and Rednaxela are working on melee wavesurfing. Thanks! » Nat | Talk » 13:51, 19 February 2009 (UTC)

I actually want to get it working before I release it. And it's definitely still very far from completion. It can barely keep track of waves, never mind precise prediction for figuring out where to move, or stats for figuring out where is dangerous, etc. This is much more difficult in melee because there is no GF-0, because there are many bots that could be the target. Also, being the only bot of it's kind in the wild, I'm going to keep it closed source until other implementations are around. This is so that people figure out their own ways of doing things. I believe the reason the majority of 1v1 surfing bots TrueSurf is because RaikoMX was released as open source. I'll provide ideas etc, but until a significantly different system of melee surfing appears I'm not going to release the code, simply because it will stifle growth. --Skilgannon 19:48, 19 February 2009 (UTC)

Here here! What I find interesting is that we're approaching melee surfing from the opposite directions. I'm starting with a new method system for deciding how/where to move, whereas you're starting with melee wave tracking. It will be interesting to see how our two melee surfing beasts will eventually fare against eachother in combat! I don't plan to release the code until about the same time for the same reason. Also, two bots kicking Shadow off of it's melee throne might result in interesting counters from ABC... --Rednaxela 20:10, 19 February 2009 (UTC)

Ah... I want it because I had problem to create a new thing from scatch! I must have some (or only a little) scaffold to work around. I've ton of ideas about this and want to implemenmts it, but I can't due my currently problem of myself! Please, give me your implementation (the Skilgannon's one). I've no problem reading other people code, no matter how ugly they are. (I almost understand Shadow from its decompiled class now) But if you not want to share it, I must get rid of my problem right away :) Maybe I'll start work on Komarious's instead. I've ideas on both wave tracking and moving now (on my talk page and Rednaxela's talk page). Let see who'll be the first to release it! Maybe 3 bots kicking Shadow throne. If we successfully kick Shadow might result in Deja Vu like in 2003 when SandboxDT successful beaten by Shadow. I'll have school holiday in 2 weeks, I'll spent a month on this melee surfing (plus BlackHole rewrite) » Nat | Talk »

[edit] Member of all clubs/parties of Robocode Community

Congratulations! As fas as I know, you have been in all clubs/parties that exist in the Robocode community. That includes:

Have I missed any clubs/parties? » Nat | Talk » 14:09, 1 May 2009 (UTC)

Well, my adventures into nanobots haven't been particularly successful. I find I don't have enough room to try anything new, and end up retrying old and tested formulas, in fact last time I tried I ended up with something pretty much exactly the same as WeekendObsession. And I haven't released a Melee Bot yet. I've got big hopes for my Melee Surfing, but it's gotten so complicated just keeping track of enemy waves that I'm not sure it will run fast enough to really be viable. But I think you covered all the clubs I've been in, yes =) --Skilgannon 14:21, 1 May 2009 (UTC)

But there're no melee clubs out there! I've recently work with melee surfing but I don't think it is really effective since you can't detect everything that go over the battle. The better solution I've found is to make it a plug-in for Minimum Risk Movement (as I'm creating in TheRiver) » Nat | Talk » 14:31, 1 May 2009 (UTC)

On the topic, you're the first person since Jamougha (in March 2004) to simultaneously hold the top spots in MegaBot, MiniBot, and MicroBot 1v1. Congrats dude! =) --Voidious 19:06, 1 May 2009 (UTC)

Thanks =D Now, I should probably take time to go do some varsity work... affine approximations and Green's/Stoke's Theorems... bleh. I think there's a good chance I'll be working on CunobelinDC some more in the near future... ;-) --Skilgannon 15:08, 2 May 2009 (UTC)

For some reason, your Toorkild revert isn't appearing in the rumble. --Miked0801 17:52, 30 January 2010 (UTC)

jk.micro.Toorkild 0.2.4 (the reverted to version) is showing fine here. Except.... for some reason only it's mega-battles from before the revert survived... Something is slightly odd on the rumble server --Rednaxela 18:09, 30 January 2010 (UTC)

By the way, a belated congrats on getting to two years as RoboRumble King! Good luck making it to three. =) --Voidious 03:15, 12 April 2010 (UTC)

with the challenge from Voidious =) --Nat Pavasant 05:43, 12 April 2010 (UTC)

Thanks. I'll do my best =) I really believe Boosting has huge promises for improving my surfing, I'm just struggling to figure out how to create an online algorithm that will run within the time constraints of Robocode.--Skilgannon 05:51, 12 April 2010 (UTC)

Congrats also! Hmmm... depending on things, I may just have a lot of time to devote to putting in some more competition in the coming year... Oh, about boosting, I haven't tried such with movement, but one could call my various 'adaptively-mixed-targeting' attempts a type of boosting and I have had some success with it. What I'm not so sure about though, is whether there is enough data to do it accurately enough to be worthwhile in surfing. Really, surfing systems have so much less data to learn from and it's hard to judge the goodness of algorithms from each other without much data. I think the lack of data would be trickier than time constraints (after all, I have made forms that are efficient as far as time constraints go. --Rednaxela 05:59, 12 April 2010 (UTC)

The trouble is, you were weighting 3 (?) different guns, whereas I have 100 buffers to weight. Added to this, I'd rather weight them as each VCS set of bins, rather than weighting the entire buffer at once. So, not only do I have 30x the number of things to weight, but they also come on and offline pretty much unpredictably. They don't all have the same amount of logged hit locations, so my weighting has to be datasize-independant. I've made an algorithm that I'm using to weight the data depending on how 'clustered' it is. I'm thinking of reversing that weighting now, to magnify differences in the non-clustered data rather than try to suppress data that isn't nicely clustered. When I get a moment of free time... --Skilgannon 06:46, 12 April 2010 (UTC)

Well, I do have it datasize independent, because it mixes results using only firing waves, and not using firing waves. In the case of Midboss, it's weighting the result of 4 or 5 differently configured anti-aliased/interpolated VCS configurations. Really, I feel the quality of output for each anti-aliased/interpolated VCS table is good enough that simply throwing more of the same in wouldn't help. The story is rather different with conventional VCS configurations of course. But anyway, yeah, the number of things to weight is quite different. Basing it on how nicely things are clustered sounds interesting. To compare to the "compare where they go to what was expected" model my method is using, it sounds like it could probably make more out of less data, however sounds significantly more intensive to process the data. It would also act differently against adaptive opponents. Simply reflecting on the data spread would work well when their profile stays the same, however I think could get tricked very easily when when they change modes or adapt. That said, perhaps it would make sense to make groups of your 100 configurations that work against different things, use "reflective" weighting within those groups, and then use "functional" weighting to weight those groups overall? --Rednaxela 14:27, 12 April 2010 (UTC)

MN23:48, 23 July 2012
 
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